A Pierce E.G.O that uses Torn Memory built from Resonance to raise Poise and Critical damage, dealing heavy damage with a Critical Hit on its second Coin.
Core Mechanics
Torn Memory: Before attacking, he gains (highest Resonance + 1), up to 7. If that Resonance is Absolute Resonance, (highest Resonance + 2). It maxes out at 6 Resonance or 5 Absolute Resonance and all disappears after the attack.
Poise and Critical Hits: He gains Poise per Torn Memory (up to 3, 4 at Threadspin Ⅲ, 7 at Ⅳ), and the second Coin gains Critical damage per Torn Memory (15% each at Threadspin Ⅳ, up to 105%).
Reliance on Critical Hits: The second Coin's Critical Hit inflicts 3 Sinking, and if he has Ammo, he gains 1 Ammo on a kill (3 times per battle at Threadspin Ⅳ). Missing the Critical Hit wastes its potential, so Poise support is essential.
Passive — Crushed Pendant: At Combat Start, gains 3 Poise if the highest Resonance is 3 or more.
How to Use
Build Resonance with Pride or similar, and use it with an Identity that also earns Poise by other means. Without enough Poise, the second Coin rarely crits.
The Corrosion skill is a multi-target attack whose damage grows with Resonance and Poise, but it spends 5 Poise and has no Critical Hit effects.
A practical guide based on the skill and passive descriptions below.(Updated: 2026-10-18)
ANALYSISThreadspin
Ⅱ: Unlocks Crushed Pendant.
Ⅲ: The Poise cap becomes 4, and Critical damage (10% per Torn Memory) and Bleed rise.
Ⅳ: The Poise cap becomes 7, 15% per Torn Memory, and Poise Count also increases by 1 before attacking.
SKILLSSkill
Awakening
Awakening skill
Pierce
Clash Power
7~21
Base Power
7
Coin Power
+7
No. of Coins
2
Skill Level
Identity Lv+5
Attack Weight
1
Before Attack Gain (highest Reson. + 1) (max 7)
- If it was an A-Reson., gain (highest Reson. +2) instead/- If it was an A-Reson., gain (highest Reson. + 2) instead
Before Attack Gain 1 for every (max 3/4/7)
[Attack End] Lose every
Before Attack Gain +1 Count
Ⅱ+5%/+10%/+15% Damage on Critical Hit for every (max 35%/70%/105%)
On Hit Inflict 3/4/5
On Crit Inflict 3
On Crit Kill If this unit has the effect, gain 1 (2/3 times per Encounter)
Corrosion
Corrosion skill
Pierce
Clash Power
18~3016~28 → 18~30
Base Power
3028 → 30
Coin Power
-12
No. of Coins
1
Skill Level
Identity Lv+0
Attack Weight
2
Indiscriminate
Targets randomly
Before Attack Gain (highest Reson. + 1) (max 7)
- If it was an A-Reson., gain (highest Reson. + 2) instead
Before Attack Deal +2%/+3% damage for every (max 14%/21%)
Before Attack Gain 1 for every (max 3/4/7)
Before Attack Deal +3%/+4%/+5% damage for every 5 on self (max 15%/20%/25%)
Before Attack Consume 5 on self
[Attack End] Lose every
Before Attack At 3+ , gain 1 Atk Weight/Before Attack Gain 1 Atk Weight for every 3 (max 2)
ⅠOn Hit Inflict 2/3 and 2/3
Normal Coin Unbreakable CoinThreadspin ⅢThreadspin Ⅳ mark additions or changes at those Threadspin tiers. Multiple values represent different tiers; the larger value is for the highest tier.
PASSIVEE.G.O Passives
E.G.O Passives
Crushed Pendant
Combat Start: At 3+ highest Reson., gain 3 .
SYNERGYTeams and Synergies
Full-Stop Office Fixer: S2 (Envy) and S3 (Pride) supply resources, S1–S3 earn Poise on their own, and he can make use of the Ammo from Critical kills.
The Pequod Harpooneer: S1 (Pride), S2 (Envy), and his Defense skill (Wrath) supply all three required affinities, S1 and S2 earn Poise, and S1 also inflicts Bleed.
KEYWORDSEffect Glossary
Bleed
When tossing an attack Coin, take fixed damage by the effect’s Potency.
Then, reduce its Count by 1.
Sinking
When hit by an attack, take fixed SP damage by the effect’s Potency.
(Non-SP Units take Gloom damage instead.)
Then, reduce its Count by 1.
Poise
On hit, gain a Potency-based chance to deal critical damage, reducing the Count by 1 if successful.
At the end of the turn, reduce the Count by 1.
Ammo
Spent by certain skills.
Some attacks cancel if lacking Ammo.